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| author | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
| commit | 847962910f0bff071f3bf07c9abb87764fb6cac3 (patch) | |
| tree | ddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /src/gl/gl3matfx.cpp | |
| download | librw-847962910f0bff071f3bf07c9abb87764fb6cac3.tar.gz librw-847962910f0bff071f3bf07c9abb87764fb6cac3.zip | |
Snapshot for re3/reVC vendoring, per @lzcnt.
Source: https://github.com/aap/librw (master).
Diffstat (limited to 'src/gl/gl3matfx.cpp')
| -rw-r--r-- | src/gl/gl3matfx.cpp | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/src/gl/gl3matfx.cpp b/src/gl/gl3matfx.cpp new file mode 100644 index 0000000..06b01c1 --- /dev/null +++ b/src/gl/gl3matfx.cpp @@ -0,0 +1,258 @@ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <assert.h> + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwplugins.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3plg.h" + +#include "rwgl3impl.h" + +namespace rw { +namespace gl3 { + +#ifdef RW_OPENGL + +static Shader *envShader, *envShader_noAT; +static Shader *envShader_fullLight, *envShader_fullLight_noAT; +static int32 u_texMatrix; +static int32 u_fxparams; +static int32 u_colorClamp; +static int32 u_envColor; + +void +matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags) +{ + Material *m; + m = inst->material; + + setMaterial(flags, m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + defaultShader->use(); + else + defaultShader_noAT->use(); + }else{ + if(getAlphaTest()) + defaultShader_fullLight->use(); + else + defaultShader_fullLight_noAT->use(); + } + + drawInst(header, inst); +} + +static Frame *lastEnvFrame; + +static RawMatrix normal2texcoord = { + { 0.5f, 0.0f, 0.0f }, 0.0f, + { 0.0f, -0.5f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.5f, 0.5f, 0.0f }, 1.0f +}; + +void +uploadEnvMatrix(Frame *frame) +{ + Matrix invMat; + if(frame == nil) + frame = engine->currentCamera->getFrame(); + + // cache the matrix across multiple meshes + static RawMatrix envMtx; +// can't do it, frame matrix may change +// if(frame != lastEnvFrame){ +// lastEnvFrame = frame; + { + + RawMatrix invMtx; + Matrix::invert(&invMat, frame->getLTM()); + convMatrix(&invMtx, &invMat); + invMtx.pos.set(0.0f, 0.0f, 0.0f); + float uscale = fabs(normal2texcoord.right.x); + normal2texcoord.right.x = MatFX::envMapFlipU ? -uscale : uscale; + RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord); + } + setUniform(u_texMatrix, &envMtx); +} + +void +matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags, MatFX::Env *env) +{ + Material *m; + m = inst->material; + + if(env->tex == nil || env->coefficient == 0.0f){ + matfxDefaultRender(header, inst, vsBits, flags); + return; + } + + setTexture(0, m->texture); + setTexture(1, env->tex); + uploadEnvMatrix(env->frame); + + setMaterial(flags, m->color, m->surfaceProps); + + float fxparams[4]; + fxparams[0] = env->coefficient; + fxparams[1] = env->fbAlpha ? 0.0f : 1.0f; + fxparams[2] = fxparams[3] = 0.0f; + + setUniform(u_fxparams, fxparams); + static float zero[4]; + static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + // This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx + if(MatFX::envMapApplyLight) + setUniform(u_colorClamp, zero); + else + setUniform(u_colorClamp, one); + RGBAf envcol[4]; + if(MatFX::envMapUseMatColor) + convColor(envcol, &m->color); + else + convColor(envcol, &MatFX::envMapColor); + setUniform(u_envColor, envcol); + + rw::SetRenderState(VERTEXALPHA, 1); + rw::SetRenderState(SRCBLEND, BLENDONE); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + envShader->use(); + else + envShader_noAT->use(); + }else{ + if(getAlphaTest()) + envShader_fullLight->use(); + else + envShader_fullLight_noAT->use(); + } + + drawInst(header, inst); + + rw::SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +matfxRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + uint32 flags = atomic->geometry->flags; + setWorldMatrix(atomic->getFrame()->getLTM()); + int32 vsBits = lightingCB(atomic); + + setupVertexInput(header); + + lastEnvFrame = nil; + + InstanceData *inst = header->inst; + int32 n = header->numMeshes; + + while(n--){ + MatFX *matfx = MatFX::get(inst->material); + + if(matfx == nil) + matfxDefaultRender(header, inst, vsBits, flags); + else switch(matfx->type){ + case MatFX::ENVMAP: + matfxEnvRender(header, inst, vsBits, flags, &matfx->fx[0].env); + break; + default: + matfxDefaultRender(header, inst, vsBits, flags); + break; + } + inst++; + } + teardownVertexInput(header); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = matfxRenderCB; + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline(); + +#include "shaders/matfx_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil }; + const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, matfx_env_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, matfx_env_frag_src, nil }; + const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, matfx_env_frag_src, nil }; + + envShader = Shader::create(vs, fs); + assert(envShader); + envShader_noAT = Shader::create(vs, fs_noAT); + assert(envShader_noAT); + + envShader_fullLight = Shader::create(vs_fullLight, fs); + assert(envShader_fullLight); + envShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT); + assert(envShader_fullLight_noAT); + + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_GL3])->destroy(); + matFXGlobals.pipelines[PLATFORM_GL3] = nil; + + envShader->destroy(); + envShader = nil; + envShader_noAT->destroy(); + envShader_noAT = nil; + envShader_fullLight->destroy(); + envShader_fullLight = nil; + envShader_fullLight_noAT->destroy(); + envShader_fullLight_noAT = nil; + + return o; +} + +void +initMatFX(void) +{ + u_texMatrix = registerUniform("u_texMatrix", UNIFORM_MAT4); + u_fxparams = registerUniform("u_fxparams", UNIFORM_VEC4); + u_colorClamp = registerUniform("u_colorClamp", UNIFORM_VEC4); + u_envColor = registerUniform("u_envColor", UNIFORM_VEC4); + + Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +#else + +void initMatFX(void) { } + +#endif + +} +} + |
